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What is Muelsfell? - Muelsfell: Rise of the Golems is a persistent browser-based game (PBBG) that revolves around the creation of magical golems by mages and magic users. Muelsfell is part combat, part roleplaying game, part resource management. Sign up for an account and give it a try -- for free!
Darghelm, in the Foothills of Ulvania
The hardy people of Ulvania value family bonds and friends over all else, so Darghelm has developed an extensive network of taverns, cozy inns, and messaging systems. They are not a cowardly nor xenophobic people and so allow people from all over the continent to use their taverns and speakeasy establishments.
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Index » Muelsfell Game Forum » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: WORKING FOR 24 HOURS?
Kestha
Posts: 16
Location: Nournsland
Magus Age: 115 years old
Message #1260 Posted: Apr 13, 2008, 10:41 pm
One thing I really like about Muelsfell is how flexible things are. when I'm free I can come in and go monster hunting, or search for stuff in the markit, where as when I'm less free, I can drop in, set some projects going and work for several hours.

The only thing is, the max time for working, ---- 12 hours, just isn't long enough sometimes, and the time limit will run out with me not able to get online, and Kestha standing around doing nothing with maxed out resources.

Obviously, the work time limit shouldn't be extended indeffinately, sinse that could potentially be exploited, but if it was extended to 24 hours maximum, that would make it much easier for people when they have other commitments to continue progressing with the game even while slightly too busy to put in more time.

If the idea of 24 hours streight working seems a bit too unrealistic (even for an all powerful Magus), I stil think eighteen wouldn't be stretching the bounds of belief too far.
Daniel
Posts: 102
Location: Last Alvia Dawning
Magus Age: 114 years old
Real Name: Daniel
Message #1268 Posted: Apr 14, 2008, 1:53 am
One word, Timing. Set the work hours to end when your able to get on. You could get on at 6am, Set the job for 10-12 hours and get back on when your home from work/school (assuming you have work/school and it runs on this timeline) I can't think of any average day business that would require you to disapear for more than the twelve hours.
Aethian
Posts: 17
Location: Rimesvin
Magus Age: 112 years old
Message #1279 Posted: Apr 14, 2008, 5:22 am
Two jobs....or class right after work. Start at 7am, with leaving the house at 6:30. Work till 4, school till 7, on MWF and on TTh, it's work till 8 at the school. So yea...more hours would be nice.
Caduceus
Caduceus's Avatar
Posts: 185
Location: Last Alvia Dawning
Magus Age: 126 years old
Clan: OTAKU2
Real Name: Paul
Message #1283 Posted: Apr 14, 2008, 6:44 am
I don't like the idea. 24 hour work cycles effectively puts the game on auto-pilot. Even in Aethian's example, you only lose an hour or two if you log on when you get home.

"The only thing is, the max time for working, ---- 12 hours, just isn't long enough sometimes, and the time limit will run out with me not able to get online, and Kestha standing around doing nothing with maxed out resources."

If you can't log on, it doesn't matter whether you're working for 12 or 24 hours-- you will still be standing around doing nothing with maxed resources in either case. You just won't be getting paid for it in the latter case.
Jellikal
Jellikal's Avatar
Posts: 298
Location: Ogsden
Magus Age: 117 years old
Real Name: jellikal@ymail.com
Message #1288 Posted: Apr 14, 2008, 10:41 am
I like the 24 hour work option - lets you continue to be effective while living a real life - ie scout camping with son, and no there is no one to sit my account cause the only person I could ask is going with us. Up in the Appalacian mountains there is no WIFI to log on with.

And yes on work days it would be nice, LEave for work at 7, come home grab kid go to pack meeting, come home help with homework, bath, read him some Harry Potter, and poof it it 10 pm and I have been offline for 15 hours !

It is not the one or 2 times that gets you when you loose an hour, it is when it happens regularly that it really slows your progression.

And if someone is offline for 24 hours often - well go attack them. They will learn if they have to really be gone for extended periods of time to temporarily inactivate their accounts.
Daniel
Posts: 102
Location: Last Alvia Dawning
Magus Age: 114 years old
Real Name: Daniel
Message #1291 Posted: Apr 14, 2008, 2:04 pm
The attack feature only steals resources, It won't injure your motivation, it won't stop your job, it'll just take a teeny bit of what you have or squash your golem.

I believe I've stated earlier in this thread, Timing is the key, It takes what, Thirty seconds? A minute? To set yourself to work after you finish your old job.

And if your go away for a while? You'll still come back with full motivation, A working golem (if it wasn't squashed) and resources (If you havn't been raided too recently), You just won't gain money for not being able to get on for a day or two. Activity is required for a game.
Kestha
Posts: 16
Location: Nournsland
Magus Age: 115 years old
Message #1295 Posted: Apr 14, 2008, 7:11 pm
i certainly wasn't thinking in terms of absenses of more than 24 hours, --- that is indeed what the attack feature is for.

i already use the timing feature a lot, but sometimes it just doesn't work. for example last weekend I had my parents staying, and sinse they were sleeping in my living room where my desktop is, the amount I could get to it was very limited, ---- especially early in the morning or very late at night, and even more especially sinse we were dashing off out the next morning.

yes, a game requires activity and commitment, but as has been said, people do have lives outside the game, and while obviously more activity would be better, sometimes that's not possible, so our characters might as well be working.

I already do often use the timing features you mention, but when I leave my flat at six Pm for a roleplay session and don't get back until four the next morning, at which point I only want to sleep until about 1 in the afternoon, ---- things are problematic, ---- and that's not even counting the point when i have an academic conference to go to which really can! last 16 hours at a stretch.

different people have different lives, and flexibility here would be great.

This of course has nothing to do with attacking or being inactive, just about being able to progress slightly when your too busy to go pounding monsters with your golem.
Caduceus
Caduceus's Avatar
Posts: 185
Location: Last Alvia Dawning
Magus Age: 126 years old
Clan: OTAKU2
Real Name: Paul
Message #1301 Posted: Apr 14, 2008, 11:18 pm
Kestha said:

This of course has nothing to do with attacking or being inactive, just about being able to progress slightly when your too busy to go pounding monsters with your golem.

That's the point. If you're too busy to play the game, you shouldn't be progressing at all. You're getting resources, you're just not getting paid for being gone a whole day. If you can't log in at least once every 12 hours to click a button, you shouldn't keep getting free money.
Necaria
Posts: 505
Location: Rildesjan
Magus Age: 115 years old
Clan: OASIS
Message #1302 Posted: Apr 14, 2008, 11:53 pm
Caduceus said:

That's the point. If you're too busy to play the game, you shouldn't be progressing at all. You're getting resources, you're just not getting paid for being gone a whole day. If you can't log in at least once every 12 hours to click a button, you shouldn't keep getting free money.


I don't quite understand your reasoning. They still lose any motivation or resources over cap, they're not gaining anything that more active players don't, they still can't do anything during that extended time, what's the harm? It's not a matter of balance, it's a matter of convenience. People with more time will still have an edge.
Kestha
Posts: 16
Location: Nournsland
Magus Age: 115 years old
Message #1319 Posted: Apr 15, 2008, 4:36 pm
Exactly Necaria. It's not about getting freebees, sinse as you point out resources and motivation wil reach their cap, it's just about convenience. don't you think people choosing this option would much rather! play the game every twelve hours? Afterall, pounding monsters and actually playing is a lot more fun than dashing in and hitting one button.

I'd agree that making the work time limit too long would indeed give non-commited players too much of an edge. If for example it was 48 hours. But 24 doesn't seem unreasonable to me at all, especially taking into account people who can perhaps only get to play once a day because they have to go to work or school and cannot logue in in the morning before they leave.

Btw, don't you think i'd rather! be loguing in and playing than just setting Kestha working and dashing off as I have on the occasions I mentioned?
Tzadkiel
Tzadkiel's Avatar
Posts: 596
Location: Broukendale
Magus Age: 124 years old
Clan: OTAKU
Message #1326 Posted: Apr 15, 2008, 6:09 pm
so - split the middle.

Set a clock (wherever Arkham is from). from 5pm on Friday to 8am on Monday, our Maji could work as many hours as they chose. After that, back to regular grind.

This players with busier schedules can amass gold while those who play have a greater pool of people from whom to take gold.

(just a big advocate of moving the economy along)
 
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